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1 change: 0 additions & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -266,7 +266,6 @@ Some things from the original game are not yet implemented in this rewrite. This

- less punishing physics for ship vs. ship collisions
- less punishing physics for sideways ship vs. track collisions (i.e. wall grinding like in newer wipEouts)
- somehow resolve the issue of inevitably running into an enemy that you just shot
- add additional external view that behaves more like in modern racing games
- dynamic lighting on ships
- the scene geometry could use some touch-ups to make an infinite draw distance option less awkward
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4 changes: 4 additions & 0 deletions src/wipeout/weapon.c
Original file line number Diff line number Diff line change
Expand Up @@ -442,6 +442,8 @@ void weapon_update_missile(weapon_t *self) {
ship->angular_velocity.z += 10 * M_PI;
ship->turn_rate_from_hit = rand_float(-M_PI, M_PI);
}
track_face_t *face = track_section_get_base_face(ship->section);
ship->velocity = vec3_add(ship->velocity, vec3_mulf(face->normal, 10000));
}
}
}
Expand Down Expand Up @@ -490,6 +492,8 @@ void weapon_update_rocket(weapon_t *self) {
ship->angular_velocity.z += 10 * M_PI;
ship->turn_rate_from_hit = rand_float(-M_PI, M_PI);
}
track_face_t *face = track_section_get_base_face(ship->section);
ship->velocity = vec3_add(ship->velocity, vec3_mulf(face->normal, 10000));
}
}
}
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